標題: Titlebook: Computer Games as a Sociocultural Phenomenon; Games Without Fronti Andreas Jahn-Sudmann,Ralf Stockmann Book 2008 Palgrave Macmillan, a divi [打印本頁] 作者: MIFF 時間: 2025-3-21 17:13
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作者: Antioxidant 時間: 2025-3-21 21:46
Teacher Evaluation Around the Worldent ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on social organization’ (Carey, 1988, p. 302). Ultimately, how we communicate tells about how we relate.作者: chandel 時間: 2025-3-22 02:02
Teacher Induction and Mentorings referents. Sometimes called ‘documentary games’, these works attempt to make some tangible connection to the outside world. In doing so, new issues emerge, not only concerning the representation of real subjects, but on the appropriateness of doing so within a form commonly used for entertainment.作者: IVORY 時間: 2025-3-22 04:49
The Dependent Child (Classroom Work),e issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge we faced, as academics, was how to reduce our arguments to 800 words per month without oversimplifying.作者: 設想 時間: 2025-3-22 12:24
The Aesthetic Vocabulary of Video Gamesent ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on social organization’ (Carey, 1988, p. 302). Ultimately, how we communicate tells about how we relate.作者: synovial-joint 時間: 2025-3-22 15:49 作者: synovial-joint 時間: 2025-3-22 19:06 作者: cochlea 時間: 2025-3-22 23:54 作者: nurture 時間: 2025-3-23 03:22
Daniel Xerri,Patricia Vella Briffaly realistic, authentic and dynamic (Tamborini and Skalski, 2006). In fact, the simulation of violence in some video games has become so authentic that the military has discovered them as new opportunities for training and recruiting (., 2002; ., 2004).作者: CHYME 時間: 2025-3-23 08:56
S(t)imulating War: From Early Films to Military Gamesnection between war and representation exists because, as Elaine Scarry (1985, p. 62) has argued, war itself ‘has within it a large amount of the symbolic and is ultimately […] based on a simple and startling blend of the real and the fictional.’作者: 助記 時間: 2025-3-23 12:36
‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Gamesly realistic, authentic and dynamic (Tamborini and Skalski, 2006). In fact, the simulation of violence in some video games has become so authentic that the military has discovered them as new opportunities for training and recruiting (., 2002; ., 2004).作者: 橡子 時間: 2025-3-23 14:35
Child and Unemployment Benefits, the power to make murderers, sadists, perverts and suicides out of otherwise normal teenagers (Grossman and DeGaetano, 2006). This thesis has gained in journalistic and talkshow popularity ever since Columbine. . (1993), . (1996), and numerous other games are widely considered to engender an addiction to violent behaviour.作者: 報復 時間: 2025-3-23 21:15
Daniel Xerri,Patricia Vella Briffanomic, cultural and historic moments. In Germany, Ludo is called Mensch-?rgere-Dich-Nicht (‘don’t get angry, man’), where the title already announces what the simple life is all about. Monopoly allows the player to climb to the position of a hotel magnate. And in . you may conquer the world.作者: 配偶 時間: 2025-3-24 01:38 作者: ABYSS 時間: 2025-3-24 03:40
Preconscious Apocalypse: The Failure of Capitalism in Computer Gamesnomic, cultural and historic moments. In Germany, Ludo is called Mensch-?rgere-Dich-Nicht (‘don’t get angry, man’), where the title already announces what the simple life is all about. Monopoly allows the player to climb to the position of a hotel magnate. And in . you may conquer the world.作者: duplicate 時間: 2025-3-24 09:23 作者: FACT 時間: 2025-3-24 11:33
Daniel Xerri,Patricia Vella Briffa . (2000) and its sequel . — . (2004), are self-evidently works of fantasy. Each might easily be dismissed as yet another game that has no bearing on real life, although this misses the fact that there is still an ethical system embedded within both, an ‘inhuman’ ethic that is ‘beyond good and evil’.作者: Promotion 時間: 2025-3-24 14:51
Programming Violence: Language and the Making of Interactive Medianology’s artificial languages — code — differ from so-called natural languages and it is precisely because of this difference that gaming narrative diverges from traditional narrative forms. The trendsetting games . (1962) and . (1993) offer examples of how code informs narrative.作者: ventilate 時間: 2025-3-24 23:04
Beyond Good and Evil: The Inhuman Ethics of , and . (2000) and its sequel . — . (2004), are self-evidently works of fantasy. Each might easily be dismissed as yet another game that has no bearing on real life, although this misses the fact that there is still an ethical system embedded within both, an ‘inhuman’ ethic that is ‘beyond good and evil’.作者: 不斷的變動 時間: 2025-3-25 01:19
The Aesthetic Vocabulary of Video Gamesession. With a greater variety of tools at their disposal, people are able to understand, manipulate and express their experience of reality in different ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on soc作者: 取回 時間: 2025-3-25 04:15 作者: llibretto 時間: 2025-3-25 10:08 作者: BRAWL 時間: 2025-3-25 14:52
‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Designmes scholarship more widely accessible to the people who design and play games. Perhaps the hardest challenge of producing this column has not been the issue of how to balance abstract speculation with concrete criticism or how to identify burning topics of interest to gamers; the biggest challenge 作者: 少量 時間: 2025-3-25 16:32
There and Back Again: Reuse, Signifiers and Consistency in Created Game Spacesat the players forget that they are playing a game. Another word used to describe this phenomenon is .. There are games that deliberately transgress against mimesis., and games that do so inadvertently, but it is generally accepted that improving mimesis in a game makes it more fun to play (Giner-So作者: Bone-Scan 時間: 2025-3-25 21:03
Another Bricolage in the Wall: Deleuze and Teenage Alienatione cause for Dylan Klebold and Eric Harris’s violently antisocial behaviour. Perhaps the most influential statement of the premise that video games serve as training tools for killers came from one Lt Col Dave Grossman, co-author (with Gloria DeGaetano) of . (1999). Colonel Grossman, who routinely of作者: BOOM 時間: 2025-3-26 03:26 作者: chemoprevention 時間: 2025-3-26 06:38
Impotence and Agency: Computer Games as a Post-9/11 Battlefields with images, plotlines or game-actions reminiscent of the events. According to one observer, the attacks sent the industry ‘into a frenzy’ (ConsoleWire.com Staff, 2001). On 12 September, Electronic Arts (EA), the world’s largest game publisher, suspended ., an ‘immersive game’ that blurred boundar作者: 抱負 時間: 2025-3-26 09:27
S(t)imulating War: From Early Films to Military Gamesory a narrative of events, casualties and experiences of battle? Or does the war story inform and shape the very act of war? Is ‘realism’ the most important criterion when evaluating a representation of war or do the stories we fabricate shape our experience and comprehension of war? Perhaps the con作者: 脆弱么 時間: 2025-3-26 14:37
Player in Fabula: Ethics of Interaction as Semiotic Negotiation Between Authorship and Readershipme world, and their analysis from an ethical standpoint (see Provenzo, 1991; Tuchscherer, 1988). Via the application of a fairly basic content analysis grid, the rates of violence, racial or sexual discrimination, and obscenity are assessed. The outcome is predictable: computer games tend to under-r作者: HIKE 時間: 2025-3-26 19:44
‘Moral Management’: Dealing with Moral Concerns to Maintain Enjoyment of Violent Video Gamesf soldiers, policemen, secret agents or professional killers (., 2004), which implies war action or ‘small-scale violence’, such as shootings or bombings. Rapid progress in computing technology has rendered the audiovisual appearance and the interactive quality of today’s video-game violence extreme作者: 格言 時間: 2025-3-26 23:53 作者: 易受騙 時間: 2025-3-27 01:18 作者: BOGUS 時間: 2025-3-27 08:15 作者: HEAVY 時間: 2025-3-27 09:40
http://image.papertrans.cn/c/image/233553.jpg作者: 步兵 時間: 2025-3-27 15:32
Teacher Evaluation Around the Worldession. With a greater variety of tools at their disposal, people are able to understand, manipulate and express their experience of reality in different ways. This in turn may have dramatic effects on the underlying principles of social coherence: ‘the principal effect of media technology is on soc作者: 兒童 時間: 2025-3-27 19:12
Teacher Induction and Mentoringbegin to push past traditional boundaries and contexts, a new genre of sorts has begun to emerge; one that uses real people, places and subjects as its referents. Sometimes called ‘documentary games’, these works attempt to make some tangible connection to the outside world. In doing so, new issues 作者: HERTZ 時間: 2025-3-28 01:59 作者: oxidant 時間: 2025-3-28 03:22 作者: 該得 時間: 2025-3-28 10:19 作者: entail 時間: 2025-3-28 14:16
Child and Unemployment Benefits,e cause for Dylan Klebold and Eric Harris’s violently antisocial behaviour. Perhaps the most influential statement of the premise that video games serve as training tools for killers came from one Lt Col Dave Grossman, co-author (with Gloria DeGaetano) of . (1999). Colonel Grossman, who routinely of作者: 推延 時間: 2025-3-28 18:23
Using Parental help to Modify Behaviour, alarming parents, politicians and theorists alike. Contributing to a rich body of inquiry, this essay investigates the role of computer languages — code — in the creation of gaming content, its structures and narratives. Arguably, computer languages encapsulate interactive media products similarly 作者: 桉樹 時間: 2025-3-28 18:57
https://doi.org/10.1007/978-1-349-09001-3s with images, plotlines or game-actions reminiscent of the events. According to one observer, the attacks sent the industry ‘into a frenzy’ (ConsoleWire.com Staff, 2001). On 12 September, Electronic Arts (EA), the world’s largest game publisher, suspended ., an ‘immersive game’ that blurred boundar作者: 大都市 時間: 2025-3-28 23:38
https://doi.org/10.1007/978-1-349-09001-3ory a narrative of events, casualties and experiences of battle? Or does the war story inform and shape the very act of war? Is ‘realism’ the most important criterion when evaluating a representation of war or do the stories we fabricate shape our experience and comprehension of war? Perhaps the con作者: HEW 時間: 2025-3-29 04:27 作者: Immunotherapy 時間: 2025-3-29 11:09
Daniel Xerri,Patricia Vella Briffaf soldiers, policemen, secret agents or professional killers (., 2004), which implies war action or ‘small-scale violence’, such as shootings or bombings. Rapid progress in computing technology has rendered the audiovisual appearance and the interactive quality of today’s video-game violence extreme作者: Talkative 時間: 2025-3-29 12:07
Daniel Xerri,Patricia Vella Briffas of emotional response to what kind of ideological factors realise themselves in the game world, but all are predicated on the fact that there is always an ethical system implicit to a game’s architecture. Friedman (1999), for instance, focuses on the specific manifestations of ideology in the game作者: 不公開 時間: 2025-3-29 15:47
Daniel Xerri,Patricia Vella Briffasure. In games, triumph is possible even for those whose actual life is no bed of roses. An old German saying is ‘Aus Spiel wird Ernst’, meaning that in the serious player’s mind the boundaries between playing and real life are blurred. Gaming has never been on par with reality but has, at the same 作者: nettle 時間: 2025-3-29 20:02
Lessons Learned from Voices Across the Globeaced technology’ because ‘the actual status of the cyborg is murky as to whether it is a metaphor, a dreamlike fantasy and/or a literal being’. In particular, Morse (1998, p. 125) cites the problem of inhabiting both an organic and a virtual body: ‘Travelers on the virtual highways of an information作者: Small-Intestine 時間: 2025-3-30 02:32 作者: Daily-Value 時間: 2025-3-30 07:52
uter games in this rich anthology, which introduces the latest approaches in the central fields of game studies and provides an extensive survey of contemporary game culture.978-1-349-36093-2978-0-230-58330-6